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-rw-r--r--mp/src/materialsystem/stdshaders/example_model_vs20.fxc182
1 files changed, 91 insertions, 91 deletions
diff --git a/mp/src/materialsystem/stdshaders/example_model_vs20.fxc b/mp/src/materialsystem/stdshaders/example_model_vs20.fxc
index 877c84e2..6248f2b4 100644
--- a/mp/src/materialsystem/stdshaders/example_model_vs20.fxc
+++ b/mp/src/materialsystem/stdshaders/example_model_vs20.fxc
@@ -1,91 +1,91 @@
-//===================== Copyright (c) Valve Corporation. All Rights Reserved. ======================
-//
-// Example vertex shader that can be applied to models
-//
-//==================================================================================================
-
-// DYNAMIC: "COMPRESSED_VERTS" "0..1"
-// DYNAMIC: "DOWATERFOG" "0..1"
-// DYNAMIC: "SKINNING" "0..1"
-// DYNAMIC: "LIGHTING_PREVIEW" "0..1"
-// DYNAMIC: "NUM_LIGHTS" "0..4"
-
-#include "common_vs_fxc.h"
-
-static const bool g_bSkinning = SKINNING ? true : false;
-static const int g_FogType = DOWATERFOG;
-
-const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 );
-
-//-----------------------------------------------------------------------------
-// Input vertex format
-//-----------------------------------------------------------------------------
-struct VS_INPUT
-{
- // This is all of the stuff that we ever use.
- float4 vPos : POSITION;
- float4 vBoneWeights : BLENDWEIGHT;
- float4 vBoneIndices : BLENDINDICES;
- float4 vNormal : NORMAL;
- float2 vTexCoord0 : TEXCOORD0;
-};
-
-struct VS_OUTPUT
-{
- // Stuff that isn't seen by the pixel shader
- float4 projPosSetup : POSITION;
- float fog : FOG;
- // Stuff that is seen by the pixel shader
- float2 baseTexCoord : TEXCOORD0;
- float4 lightAtten : TEXCOORD1;
- float3 worldNormal : TEXCOORD2;
- float3 worldPos : TEXCOORD3;
- float3 projPos : TEXCOORD4;
-};
-
-//-----------------------------------------------------------------------------
-// Main shader entry point
-//-----------------------------------------------------------------------------
-VS_OUTPUT main( const VS_INPUT v )
-{
- VS_OUTPUT o = ( VS_OUTPUT )0;
-
- float3 vNormal;
- DecompressVertex_Normal( v.vNormal, vNormal );
-
- float3 worldNormal, worldPos;
- SkinPositionAndNormal( g_bSkinning, v.vPos, vNormal, v.vBoneWeights, v.vBoneIndices, worldPos, worldNormal );
-
- // Transform into projection space
- float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj );
- o.projPosSetup = vProjPos;
- vProjPos.z = dot( float4( worldPos, 1 ), cViewProjZ );
-
- o.projPos = vProjPos.xyz;
- o.fog = CalcFog( worldPos, vProjPos.xyz, g_FogType );
-
- // Needed for water fog alpha and diffuse lighting
- o.worldPos = worldPos;
- o.worldNormal = normalize( worldNormal );
-
- // Scalar attenuations for four lights
- o.lightAtten.xyz = float4(0,0,0,0);
- #if ( NUM_LIGHTS > 0 )
- o.lightAtten.x = GetVertexAttenForLight( worldPos, 0, false );
- #endif
- #if ( NUM_LIGHTS > 1 )
- o.lightAtten.y = GetVertexAttenForLight( worldPos, 1, false );
- #endif
- #if ( NUM_LIGHTS > 2 )
- o.lightAtten.z = GetVertexAttenForLight( worldPos, 2, false );
- #endif
- #if ( NUM_LIGHTS > 3 )
- o.lightAtten.w = GetVertexAttenForLight( worldPos, 3, false );
- #endif
-
- // Base texture coordinate transform
- o.baseTexCoord.x = dot( v.vTexCoord0, cBaseTexCoordTransform[0] );
- o.baseTexCoord.y = dot( v.vTexCoord0, cBaseTexCoordTransform[1] );
-
- return o;
-}
+//===================== Copyright (c) Valve Corporation. All Rights Reserved. ======================
+//
+// Example vertex shader that can be applied to models
+//
+//==================================================================================================
+
+// DYNAMIC: "COMPRESSED_VERTS" "0..1"
+// DYNAMIC: "DOWATERFOG" "0..1"
+// DYNAMIC: "SKINNING" "0..1"
+// DYNAMIC: "LIGHTING_PREVIEW" "0..1"
+// DYNAMIC: "NUM_LIGHTS" "0..4"
+
+#include "common_vs_fxc.h"
+
+static const bool g_bSkinning = SKINNING ? true : false;
+static const int g_FogType = DOWATERFOG;
+
+const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 );
+
+//-----------------------------------------------------------------------------
+// Input vertex format
+//-----------------------------------------------------------------------------
+struct VS_INPUT
+{
+ // This is all of the stuff that we ever use.
+ float4 vPos : POSITION;
+ float4 vBoneWeights : BLENDWEIGHT;
+ float4 vBoneIndices : BLENDINDICES;
+ float4 vNormal : NORMAL;
+ float2 vTexCoord0 : TEXCOORD0;
+};
+
+struct VS_OUTPUT
+{
+ // Stuff that isn't seen by the pixel shader
+ float4 projPosSetup : POSITION;
+ float fog : FOG;
+ // Stuff that is seen by the pixel shader
+ float2 baseTexCoord : TEXCOORD0;
+ float4 lightAtten : TEXCOORD1;
+ float3 worldNormal : TEXCOORD2;
+ float3 worldPos : TEXCOORD3;
+ float3 projPos : TEXCOORD4;
+};
+
+//-----------------------------------------------------------------------------
+// Main shader entry point
+//-----------------------------------------------------------------------------
+VS_OUTPUT main( const VS_INPUT v )
+{
+ VS_OUTPUT o = ( VS_OUTPUT )0;
+
+ float3 vNormal;
+ DecompressVertex_Normal( v.vNormal, vNormal );
+
+ float3 worldNormal, worldPos;
+ SkinPositionAndNormal( g_bSkinning, v.vPos, vNormal, v.vBoneWeights, v.vBoneIndices, worldPos, worldNormal );
+
+ // Transform into projection space
+ float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj );
+ o.projPosSetup = vProjPos;
+ vProjPos.z = dot( float4( worldPos, 1 ), cViewProjZ );
+
+ o.projPos = vProjPos.xyz;
+ o.fog = CalcFog( worldPos, vProjPos.xyz, g_FogType );
+
+ // Needed for water fog alpha and diffuse lighting
+ o.worldPos = worldPos;
+ o.worldNormal = normalize( worldNormal );
+
+ // Scalar attenuations for four lights
+ o.lightAtten.xyz = float4(0,0,0,0);
+ #if ( NUM_LIGHTS > 0 )
+ o.lightAtten.x = GetVertexAttenForLight( worldPos, 0, false );
+ #endif
+ #if ( NUM_LIGHTS > 1 )
+ o.lightAtten.y = GetVertexAttenForLight( worldPos, 1, false );
+ #endif
+ #if ( NUM_LIGHTS > 2 )
+ o.lightAtten.z = GetVertexAttenForLight( worldPos, 2, false );
+ #endif
+ #if ( NUM_LIGHTS > 3 )
+ o.lightAtten.w = GetVertexAttenForLight( worldPos, 3, false );
+ #endif
+
+ // Base texture coordinate transform
+ o.baseTexCoord.x = dot( v.vTexCoord0, cBaseTexCoordTransform[0] );
+ o.baseTexCoord.y = dot( v.vTexCoord0, cBaseTexCoordTransform[1] );
+
+ return o;
+}